From a34c49f103c8950a57687ea3d866c244d95b4414 Mon Sep 17 00:00:00 2001 From: hachem Date: Mon, 24 Aug 2026 18:28:39 +0200 Subject: [docs]: added a few comments cause i wont be able to read this in a week's time --- src/rendering/scene_renderer.cpp | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) (limited to 'src/rendering/scene_renderer.cpp') diff --git a/src/rendering/scene_renderer.cpp b/src/rendering/scene_renderer.cpp index bec609c..e290445 100644 --- a/src/rendering/scene_renderer.cpp +++ b/src/rendering/scene_renderer.cpp @@ -43,7 +43,7 @@ namespace Donut struct SkyboxUBO { glm::mat4 projection; glm::mat4 view; }; static_assert(sizeof(SkyboxUBO) == 128, "SkyboxUBO std140 layout mismatch"); - // The hole's event horizon (1 r_s) as a marker at the origin. + // the hole's event horizon (1 r_s) as a marker at the origin. constexpr float BH_SCENE_RADIUS = SCENE_UNITS_PER_RS; } @@ -51,7 +51,7 @@ namespace Donut { m_device = &device; - // Reference grid: line list on the XZ plane (+/-50, 1-unit cells). Grid.slang + // reference grid: line list on the XZ plane (+/-50, 1-unit cells). grid.slang // scales by u_GridSize/50, so u_GridSize = 50 keeps it 1:1. { std::vector lines; @@ -78,7 +78,7 @@ namespace Donut m_grid_pipeline = device.create_pipeline(d); } - // Lit sphere: unit UV-sphere (pos + normal), placed/scaled per object. + // lit sphere: unit UV-sphere (pos + normal), placed/scaled per object. { std::vector sv; std::vector si; const int RINGS = 24, SECTORS = 48; @@ -115,7 +115,7 @@ namespace Donut m_sphere_pipeline = device.create_pipeline(d); } - // Skybox: a unit cube (36 verts) sampling the HDRI cubemap; the vertex + // skybox: a unit cube (36 verts) sampling the HDRI cubemap; the vertex // shader forces depth 1 (pos.xyww) so it sits behind all scene geometry. { const float cube[] = { @@ -151,13 +151,13 @@ namespace Donut const std::vector& objects, int selected, RHI::Texture* cubemap) -> void { - // Full-window viewport; flip_y lets the backend match the shared top-left + // full-window viewport; flip_y lets the backend match the shared top-left // orientation (Vulkan flips via a negative-height viewport, GL is a no-op). cmd.set_viewport(0, 0, cam.fb_width, cam.fb_height, true); glm::mat4 vp = cam.projection * cam.view; - // Skybox background first (depth 1, no depth test/write). + // skybox background first (depth 1, no depth test/write). { SkyboxUBO sky{}; sky.projection = cam.projection; @@ -170,7 +170,7 @@ namespace Donut cmd.draw(36); } - // Opaque spheres (write depth). One UBO per object slot avoids aliasing the + // opaque spheres (write depth). one UBO per object slot avoids aliasing the // per-draw uniforms across the deferred command stream. { int count = std::min((int)objects.size(), MAX_OBJECTS); @@ -202,7 +202,7 @@ namespace Donut cmd.draw_indexed(m_sphere_index_count); } - // Black-hole marker: a near-black sphere at the origin (radius = r_s in + // black-hole marker: a near-black sphere at the origin (radius = r_s in // scene units), so the Scene shows where the hole the Simulation renders // sits. 1 grid unit == 1 Schwarzschild radius. SphereUBO bh{}; @@ -223,7 +223,7 @@ namespace Donut cmd.draw_indexed(m_sphere_index_count); } - // Transparent grid on top (tests depth, doesn't write). + // transparent grid on top (tests depth, doesn't write). { GridUBO g{}; g.view_projection = vp; -- cgit v1.3